Please Re-Think the re-introduction of Guards on Prodo Shards

Most faction players on Prodo shards (siege not included obviously) did not want these guards put back on.

They interfere with faction fights.

Inside faction towns (Brit for example) no x-healing, fielding etc can be done inside the town limits. This doesn't help when trying to raid the TB stronghold.

The faction towns where becoming constant war zones...it was fun as hell!!!

The lack of Guards promoted PvP. When the Hero Blues (the ones not affiliated with factions) would come to try and interfere they where swiftly dealt with. Many a factioner went red in this time because it didn't matter, they could still be healed when raiding...now, many a red factioner will no longer be PvPing until they have burnt the counts. This is detrimental to faction PvP.

Please Think...Turn the guards back of!! At the very least in Brit and Magincia{although im not certain if they matter in mag}

Stratics Veteran

While I wouldn't mind if they left guard zones off, they need to add something so non-faction reds don't interfere as blues have. Perhaps expand the faction only space to a larger area?

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99.9% of PvP reds are in faction. Those who can not PvP stay out of factions and stay blue, they hang out at yew gate guard zone and now in the towns (Brit manly). These low life wantabe PvP'rs sit about waiting to gank reds, who are low on health or in the middle of a faction fights.

The reintroduction of the guards in faction towns is just another kick in the teeth to factions.

Unfortunately this thread is going to be derailed by tramies who don’t understand PvP or very rarely set foot in fel. The typical tramie does not want PvP in UO, and cant understand why the fel rule set is the way it is. I see we have our first attempt at a derail already, eh Hen!

So the 20-30 Faction members per server outrank the several thousand other people on the server?

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When it comes to faction orientated PvP then of course they do!

The guards where removed to promote faction fighting during the Faction orientated event...guess what...it worked.

It has nothing to do with non faction players, if they didnt want to be exposed to PvP they shouldn't even be in fel. They have no right to moan when they get PK'd, or retribution is dealt when they attempt to affect the outcome of a faction fight.

Ahhh the penalty of being RED. Yes you DO have consiquences. I PvP but dont murder. Maybe you should think about the ramifications of your actions huh? Killing those 3 blue non-faction guys that were doing that T2A spawn, then again and again. Its stuff like this that turns you red. So you killed other players that were blue and you expect some kind of what? A reward?

So, only blues and attack Brit Castle? Oh well! Looks like ATL might see some new war horsies soon.

Stratics Veteran

It is true that there exists a great divide amongst many players in terms of Trammel or Felucca. However, one should never forget that there exists a substantially large amount of players who are Feluccans but not necessarily PvPers (especially not like the ones who feel the need to talk like they are in 6th grade). A lot of these folks generally tend to be role players and they have as much right to the game as PvM'ers and PvP'ers. The removal of guardzones from Fel towns has adversely impacted many in this community.

Felucca existed before Trammel and has a far richer history that should always be respected. Felucca is not meant to be a mindless WoW type PvP instant. It would scream bloody ignorance of the history of Ultima Online and lazy design decisions on the part of the current developer team.

Reinstate the guards in Feluccan towns and figure out a way to have it not interfere with factions.

Unfortunately this thread is going to be derailed by tramies who don’t understand PvP or very rarely set foot in fel. The typical tramie does not want PvP in UO, and cant understand why the fel rule set is the way it is. I see we have our first attempt at a derail already, eh Hen!

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It definitely will if you provoke them to rolleyes:

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@ A Rev:
Aran's just trying to provoke you, don't allow yourself to get incited by his comments. The best it will do is make people avoid this thread and marginalize it. You're not trying to convince him, you're trying to convince the devs. Add him to your ignore list if necessary.

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Compromises to the Issue:

-Turn off faction guards for the few screens immediately surrounding the faction base. Not the greatest solutions since there'll be GZ-hopping, but fixes the Area of Effect issues, and keeps the cowardly ones slightly at bay.
Possibly the North-half of West Britain, so you can block them fleeing under the wall/past the bridges. And Maginicia isn't too much of an issue, since the bank's nowhere near. (is there even a bank any more?)

-Or, institute something like the criminal system. Aggressing a factioneer inside a faction city turns the player temporarily grey only to factions, so that the rest of the factioneers can target the player without penalty.

Stratics Veteran

So the 20-30 Faction members per server outrank the several thousand other people on the server?

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I'm pretty sure my shard as more than 20-30 Faction members, and my shard has a very low population.

If you're in Fel, you're probably there for PvP. It's a known risk when entering Fel. Everyone's known that. If you're not there to PvP you're probably gathering resources, which would mean you're probably not even in a guard zone in the first place, that you live there, and, well, there aren't any places to place a house in guard zone, that I know of, and even if there were, it's a vast minority to the population. The only other reason would be to explore, that I can think of, which would consent to pvp. Also, you could stick to NON faction towns, their guard zone was never removed.

Now if you're there to "grief" red factioners, then you probably should be killable without consequences. Red Factioners should be able to X heal while assaulting a faction stronghold.

Stratics Veteran

I'm pretty sure my shard as more than 20-30 Faction members, and my shard has a very low population.

If you're in Fel, you're probably there for PvP. It's a known risk when entering Fel. Everyone's known that. If you're not there to PvP you're probably gathering resources, which would mean you're probably not even in a guard zone in the first place, that you live there, and, well, there aren't any places to place a house in guard zone, that I know of, and even if there were, it's a vast minority to the population. The only other reason would be to explore, that I can think of, which would consent to pvp. Also, you could stick to NON faction towns, their guard zone was never removed.

Now if you're there to "grief" red factioners, then you probably should be killable without consequences. Red Factioners should be able to X heal while assaulting a faction stronghold.

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What about the people that never left Fel? Are we just sidelined and our old hometowns left to rot with faction reds battling each other in the debris of once great towns like Britain and Skara Brae?

This is an issue due to the fact that reds are now allowed in towns without fear of being instantly whacked by vigilant guards.

Stratics Veteran

What about the people that never left Fel? Are we just sidelined and our old hometowns left to rot with faction reds battling each other in the debris of once great towns like Britain and Skara Brae?

This is an issue due to the fact that reds are now allowed in towns without fear of being instantly whacked by vigilant guards.

Moving faction bases out of towns completely is my preferred option.

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Although you're touching on a point I really wasn't going into, I'll reply.

Moving faction bases would be a good place to start. Guard zones "should" be up, though the actions of what's a criminal act should probably be changed. ie a red xhealing another red should, at least for factions sake, not be considered a criminal act. Though you could reply that that is one of the punishments for killing blues, I'd agree with you.

Stratics Veteran

As one of those "Hero Blues" (it deeply saddens me to see our culture getting so pathetically mediocre that the term "hero" is applied as an insult) I have the following things to say.

1. There's advantages and disadvantages to having the guard zones back on. Advantage is that it's harder for supposed mortal enemies to suddenly turn on me when I walk on the screen. Disadvantage is that I can't drop Nature's Furies to interfere with casting; I also can't rez a non-Faction gray or red. I usually flag on multiple people anyway (last night for example I walked into the middle of about 8 red CoM and spammed Holy Light), so the the guard zones haven't been that much of an advantage to me. I was there when they were on, I was there when they were off.

2. Please do not play in Felucca, especially as a red, and then whine about "interference." One of the virtues of Felucca that you all constantly talk about is that other players' actions can have an impact upon you. (This of course happens in Trammel too but not in the same way.) It's really rather pathetic to be whining about this feature when it's you being "interfered" with, and then finding the merits of it when it's you doing the "interfering." If you can't handle being attacked, don't go red, or put your blue character (if you have one) in Factions.

3. Let us not forget that only one Stronghold is in a guard zone. I can't speak for the other "Hero Blues," but you'll see me at the other 3 as well.

4. And finally, as others have been pointed out, the guard zones have been there for way longer than they haven't been there. In fact reds used to get guard whacked as soon as they were seen by an NPC. Haven't you all learned how to deal with guard zones yet?

Just in case it isn't clear, and to many it won't be, I for my part don't much care about the guard zone; it doesn't help me much. I just find all the whining rather amusing.

I really wish KDL would come back to UO. A Napa-based guild with mostly west-coast players, they took real pride in having a guild of primarily red characters in TB and depending on each other to stay alive during those nice long 10-12 hour defenses (especially on Great Lakes). I don't recall ever hearing the guild leader suggest that the guard zone in Brit or Magincia needed to go away.

I really wish KDL would come back to UO. A Napa-based guild with mostly west-coast players, they took real pride in having a guild of primarily red characters in TB and depending on each other to stay alive during those nice long 10-12 hour defenses (especially on Great Lakes). I don't recall ever hearing the guild leader suggest that the guard zone in Brit or Magincia needed to go away.

For all you ppl saying guards have been there longer then not. Get over urself its pathetic. You realize there was a time where u couldnt hide in trammel as well?

Also for those saying how does it affect faction pvp you need to stay out of a thread that involves pvp since its clear you have no god damn clue about pvp. Being able to crossheal your guildmates(yes i know half u idiots play dexers and cant fathom what a cross heal is)allows you to survive. Putting in guards zone takes out the ability to cross heal red members of your guild. Which is a joke. All guardszone should be removed from faction towns if not all of fell. Including moongates.

Fell is the wild west if you come be prepared to fight. If not stay ur ass in the areas with full trees.

What i see is all other factions moving away from mages...again...and going back to pot throwing double hit area archers...again!!

Things where going the right direction on GL, most of the faction fights i had been witness to recently had a good variety of mages and dexxers. Now the mages are essentialy useless in a town group fight i see the tide turning again.

This whole thread is better then a hot cup of coffee in the morning. I love it.

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Shouldn't you be over on TLL sperg-raging at and banning anyone who slights the great queen of yours whose reputation is beyond even a casual taunt? Perhaps bringing real life into it as you do it? And crying little tiny tears of rage every time someone laughs at you?

Shouldn't you be over on TLL sperg-raging at and banning anyone who slights the great queen of yours whose reputation is beyond even a casual taunt? Perhaps bringing real life into it as you do it? And crying little tiny tears of rage every time someone laughs at you?

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Wow...what a dated reference. Okay. Let's pick some points apart. I'd like you to go TLL and do a bit of research before opening your mouth and attacking someone who didn't say a word to you. It's been YEARS (yes, YEARS, meaning MORE then ONE full year) since I have been a part of TLL. You're welcome for me correcting your ignorance. But do the homework yourself next time.

That being said, what's with this little fit of nerd rage all the sudden? I haven't seen someone lash out that bad since Star Trek: The Next Generation went off the air. Did I imply (overtly) that I was speaking about you? Did I express (covertly) that I was speaking about you? No to both accounts. I did not personally attack you, as that would be against the ToS and the RoC.

Let's try and play nicer in the sandbox there Aran. No need to be a kitten.

Shouldn't you be over on TLL sperg-raging at and banning anyone who slights the great queen of yours whose reputation is beyond even a casual taunt? Perhaps bringing real life into it as you do it? And crying little tiny tears of rage every time someone laughs at you?

Stratics Veteran

I only read half the thread and got bored of the same thing over and over. But I agree, guards need to be removed. PVP on oceania seems to have died in the ass because all the blues stand inside guards, run out and attempt to dump one person, then run back. PVP was fun until they reinstated guards.

99.9% of PvP reds are in faction. Those who can not PvP stay out of factions and stay blue, they hang out at yew gate guard zone and now in the towns (Brit manly). These low life wantabe PvP'rs sit about waiting to gank reds, who are low on health or in the middle of a faction fights.

The reintroduction of the guards in faction towns is just another kick in the teeth to factions.

Unfortunately this thread is going to be derailed by tramies who don’t understand PvP or very rarely set foot in fel. The typical tramie does not want PvP in UO, and cant understand why the fel rule set is the way it is. I see we have our first attempt at a derail already, eh Hen!

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Seriously? My post is about showing that not only blues interfere, but reds too. I've been in factions non-stop since before LBR. I have reds on atleast 5 shards. I HATE gate fighting. Expanding the faction zone would make it so neither reds nor blues could interfere in that space.

Originally Posted by Tomas_Bryce View Post
Reinstate the guards in Feluccan towns and figure out a way to have it not interfere with factions.

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That would be the best option. It sucks not being able to cast fields or xheal red guildmates. Not sure the best way to implement it though. Maybe make it so if someone attacks a party member, that person is flagged to your whole party.

Stratics Veteran

That would be the best option. It sucks not being able to cast fields or xheal red guildmates. Not sure the best way to implement it though. Maybe make it so if someone attacks a party member, that person is flagged to your whole party.

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